private static void HandleSceneSaveObject() { GameObject save = GameObject.Find("EditorPlusSceneObjectsSave." + SystemInfo.deviceUniqueIdentifier); if (save == null) { save = new GameObject("EditorPlusSceneObjectsSave." + SystemInfo.deviceUniqueIdentifier); sceneObjectsSave = save.AddComponent <EditorPlusHistorySceneObjects>(); sceneObjectsSave.ClearID = EditorPrefs.GetInt("EditorPlusHistory.clearID", 0); EditorUtility.SetDirty(sceneObjectsSave); if (historyUseSceneSaving) { save.hideFlags = HideFlags.HideInHierarchy; } else { save.hideFlags = HideFlags.HideAndDontSave; } sceneObjWaitingForSerializer = false; } else { if (historyUseSceneSaving) { save.hideFlags = HideFlags.HideInHierarchy; } else { save.hideFlags = HideFlags.HideAndDontSave; } sceneObjectsSave = save.GetComponent <EditorPlusHistorySceneObjects>(); if (sceneObjectsSave.ClearID != -1 && sceneObjectsSave.ClearID != EditorPrefs.GetInt("EditorPlusHistory.clearID", 0)) { sceneObjectsSave.Clear(); sceneObjectsSave.ClearID = EditorPrefs.GetInt("EditorPlusHistory.clearID", 0); EditorUtility.SetDirty(sceneObjectsSave); } if (sceneObjectsSave.ClearID == -1) { sceneObjWaitingForSerializer = true; } else { sceneObjWaitingForSerializer = false; } } }
private static void HandleSceneSaveObject() { GameObject save = GameObject.Find("EditorPlusSceneObjectsSave." + SystemInfo.deviceUniqueIdentifier); if (save == null) { save = new GameObject("EditorPlusSceneObjectsSave." + SystemInfo.deviceUniqueIdentifier); sceneObjectsSave = save.AddComponent<EditorPlusHistorySceneObjects>(); sceneObjectsSave.ClearID = EditorPrefs.GetInt("EditorPlusHistory.clearID", 0); EditorUtility.SetDirty(sceneObjectsSave); save.hideFlags = HideFlags.HideInHierarchy; sceneObjWaitingForSerializer = false; } else { sceneObjectsSave = save.GetComponent<EditorPlusHistorySceneObjects>(); if (sceneObjectsSave.ClearID != -1 && sceneObjectsSave.ClearID != EditorPrefs.GetInt("EditorPlusHistory.clearID", 0)) { sceneObjectsSave.Clear(); sceneObjectsSave.ClearID = EditorPrefs.GetInt("EditorPlusHistory.clearID", 0); EditorUtility.SetDirty(sceneObjectsSave); } if(sceneObjectsSave.ClearID == -1) { sceneObjWaitingForSerializer = true; } else { sceneObjWaitingForSerializer = false; } } }